#virtual-reality

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wicked oak
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MSAA on PS4?

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gonna have to download the latest ps4 code

raven halo
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hold on, crossplatform LMS? are you sure?

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I don't want to get my hopes up

wicked oak
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im looking for it

raven halo
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if so, it's a huge deal indeed

wicked oak
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there is now LMS code around the oculus plugin and in "Render Settings"

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im trying to find the exact implementation

raven halo
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ok ok

wicked oak
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there are lots of HDR stuff

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with FMASK and some weird things

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that are just "there" in the commit

raven halo
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I hope that LMS also works on nvidia 970

wicked oak
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but they are not in the description

raven halo
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so strange

tired tree
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@wicked oak don't think it is cross platform, Oculus specifically said they were using NVIDIA's SDK directly as support in their own api

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ie: they implemented it so game engines don't have to

wicked oak
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there are indeed some MSAA stuff

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if this is PS4 MSAA is a HUGE deal and im porting my game to master ASAP

tired tree
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unless they state AMD somewhere later on, likely just the nvidia one for now

raven halo
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@wicked oak there is no MSAA on PS4? o_O

tired tree
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however, them implementing it themselves means you won't have to deal with NVIDIA's lax hardware testing and can use it with without worry

wicked oak
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@raven halo no

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they didnt implement becouse it wasnt needed, they use the deferred render wich cant msaa

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msaa is for VR forward render

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so i think thats why they are adding it right now, to support forward render better in ps4

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im going to download the ps4 code and compare it to 4.18 base

raven halo
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omg I had no idea

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I thought forward renderer was supported for PS4!

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๐Ÿ˜ฎ

wicked oak
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forward render itself wasnt supported till a couple versions after pc

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it was great once i got it

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becouse it was +30% performance for DWVR

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the downside of forward render is having to render the scene twice (depth prepass)

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this costs x2 drawcalls

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on PC i was drawcall bound

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but on PS4 you chew through drawcalls like they are free

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so the x2 drawcalls is not a big deal

raven halo
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nice

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Red Matter is also mostly drawcall bound on PC

wicked oak
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multires on Androidd

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the typical multires, the one that is axis aligned (9 sectors)

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that was a thing they talked about in connect, multires in android is easy as hell due to the tiled nature of the gpus

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ok, seems that the LMS thing is not there at all

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only the config options and the like, i guess in preparation

sly shoal
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Hey guys, I'm trying to create a newspaper that you can flip pages with by grabbing the end, in VR.
I am just not sure what the best approach would be to do something like this..
I was thinking just to use a plane and add a bone to it and then possibly use the cloth editor to make it wiggly, but is that just a noob talking or am I on to something here?

Any input would be awesome ๐Ÿ˜ƒ

sturdy coral
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@wicked oak @raven halo Oculus does have support for lens matched shading/multires shading on desktop, but I think it is just to make compositing/timewarping more efficient by sending the oculus runtime the smaller buffer with the downresed portions and letting it do the expansion

wicked oak
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they do talk about having it "abstracted"

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probably have the gpu extensions as part of the oculus sdk

sturdy coral
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I don't think it can be done with the sdk because it requires lots of shader changes

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I think what that other commit refers to is mobile specific, because that can be done purely in the GPU driver

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because they use tiled renderering

wicked oak
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i did follow that

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multires mobile is indeed gpu driver enterely

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or seems so

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but they have talked about LMS as part of the oculus sdk. I wonder if they will have their own "vrworks" style thing on the oculus sdk that abstracts it

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yes, you would need to do the shader changes anyway, but now the driver part is abstracted instead of being done using nvidia or amd specific extensions

sturdy coral
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can't find the talk but watched it at connect 4, they came up with an extension that qualcomm implemented

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that lets the different tiles run at different resolutions and then merges the results all together at the end

wicked oak
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yup

sturdy coral
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and they said it would work even with old apps

wicked oak
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seems ue4 now has support for that

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oh, interesting

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but what about postprocess?

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i know you normally dont postprocess on mobile, but it would break

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you need to fix postprocess on multires, and change shaders a good bit in LMS

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PS4 has multires too

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it uses similar stuff as the checkerboard rendering

sturdy coral
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I'm not sure how post processing is done on mobile but my guess with this is you would take all the tiles and write them to a bigger buffer big enough for the highest res tiles, then upscaling the lower res tiles

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then apply post processing on top of that

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that would require upscaling all of the gbuffer if it were desktop

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or whatever all the post processing stuff uses, maybe only depth

wicked oak
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and what do you think of the TAA upscale?

sturdy coral
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refraction etc. would need be needed

wicked oak
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its becoming a super popular feature on Switch games

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you can see it CLEARLY on xenoblade chronicles 2

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it renders at variable resolution, but the final buffer is screen size or 1080p, and then TAA runs off that

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keep one thing in mind tho, the undocked version adds a very intense sharpening filter, wich looks like ass

sturdy coral
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yeah that should work well, I haven't looked into the details of the new one in UE4

wicked oak
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but still far better that it woudl look if it just did bilinear upscaling

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lots of changes on the TAA shader

sturdy coral
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with john alcatraz's patch we have been doing dynamic res with proper TAA all year

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but we at each step we sample the history buffer to the current res, so it doesn't give super resolution

wicked oak
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yup, but now its official. I wonder how different it would be

sturdy coral
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to keep a big history buffer throughout means you can't accumulate the history inplace and would require extra copying, I'm not sure if they do that but it would potentially be very good

wicked oak
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that does seem to be what they are doing

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history buffer being full size

sturdy coral
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my idea was to only keep the high res buffer for the green channel to save on bandwidth, since Rift and Vive are downscaling red/blue anyway

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PSVR has full RGB though

wicked oak
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that wouldnt work well

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pretty sure

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how do you save the history buffer then?

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as 2 textures?

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RB and then G

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and thne you do 2 samples and 2 framebuffers instead of 1

sturdy coral
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RGB, then a smaller inset G that gets feathered in in the center

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the edges are downsampled anyway and don't matter

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(except they do once you move to MRS/LMS)

wicked oak
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most likely, the TAA supersmaple thing is what they use here

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for the xbox one x

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4k framebuffer but rendering at less

sturdy coral
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it is the last part with Remi

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the pro consoles apparently have a cheap tag buffer that lets TAA supersampling techniques work better

wicked oak
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not really

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i dunno about the xbox, but the ps4pro is essentially a bigger gpu

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they literally took the gpu cores and control c->controlv

sturdy coral
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id buffer

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I'm not sure on the details, you could output your own ids so I'm not sure why it is more efficient for them to do it

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someone has a fork in the forums for doing it I think

wicked oak
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the ID buffer is a second framebuffer

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essentially has a few bits for the triangle index, and a few other bits for the drawcall index

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literally nothing preventing you from doing it on PC, its just that its "default" on it

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the reason it works well, is becouse you can use it to bias the TAA

sturdy coral
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well they say it is extra hardware that ps4 and xbone don't have

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but both pro version do

wicked oak
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for example only apply TAA if the pixel is from the same object

sturdy coral
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I'm just not sure what the extra hardware does

wicked oak
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and then you dont have problems with the depth

sturdy coral
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I know how they are using it but I'm not sure why it is more efficient over the older consoles

wicked oak
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the checkerboarding IS indeed specific hardware

sturdy coral
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why they can't do the same

wicked oak
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its hardware msaa sampling

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i mean, custom sampling

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it renders the image at half width, but the pixels have alternate samples

sturdy coral
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yeah but you can do that without custom hardware I think

wicked oak
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on some frames, the pixel "rasterizes" at the left, and in others, the pixel rasterizes at the right

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no, that you cant

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i dont know if modern gpus have that feature

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i know the ps4pro does, dunno about xbox

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the way pc games do checkrboarding is much worse

sturdy coral
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@wicked oak the sony talk at vrdc 2016 discussed using msaa sampling to get a radial density mask that worked with pixels instead of quads

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without the pro

wicked oak
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becouse its blocks of 2x2 pixels instead of single pixels

sturdy coral
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but aside from that I still don't get what is different about the id buffer support

wicked oak
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that its a hardware driver level feature

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fixed pipeline

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instead of a separate framebuffer with shaders that write to it

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nothing preventing you from implementing it on pc, but it isnt automatic

sturdy coral
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it seems like it must be more performant too or they would use the techniques on xbone and ps4 vanilla

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I guess if ti is fixed function it can do all the bit packing of the triangle index etc. without taking up any instruction cache and without wasting registers

wicked oak
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ima check the id buffer from ps4 docs

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ok

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it IS a hardware buffer, it is controlled from the drawcalls

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and it is higher resolution than the shading resolution

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the idea is to have the ID buffer be at "full 4k" or similar

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and then use it on your upscaling algorithms/taa/etc

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it does indeed use the ID buffer to do the checkerboard render, at least the way the technique is shown in the examples

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they use it to not "bleed" or ghost

sturdy coral
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yeah, TAA in UE4 uses this adjacent pixel thing, if the pixel has changed and several adjacent pixels haven't, then it weights things lower, assuming it is on an edge between objects or is a specular/material aliasing

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but if more than some threshold of surrounding pixels have changed it weights the current data more, assuming it is a completely new object or a different part of scrolling material, translucent material, etc.

wicked oak
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reading docs

sturdy coral
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but if you could just read directly whether it is a new object (or an edge between objects) that makes it a lot better in a lot of cases

wicked oak
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i see stuff regarding to FMASK for the MSAA stuff in ps4

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so im sure msaa in ps4 is coming

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ill have to see what they do on the next verison

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Fixed! UE-51728 4.18 missing Oculus dash support

sturdy coral
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no fix for the oculus via steamvr thing :/

real needle
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@sturdy coral damn

granite jacinth
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Not a terrible deal

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Essentially $500 and you get the Deluxe Audio Strap

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Oh, and it includes Fallout 4 VR

uneven moon
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any of you guys have experience with building the engine from scratch and using it that way?

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@granite jacinth if you got yours set up and working let me know

granite jacinth
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@uneven moon Hmm?

uneven moon
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Underline = problem

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Square = Error

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Any idea how to change the 'workingdirectory' ?

granite jacinth
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Oh PS4 build, still waiting on Sony to approve my Static IP

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Luckily, it's a PC first, then PS4 release

uneven moon
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You ever deal with visual studio or

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Only the standalone editor?

granite jacinth
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both

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But, those issues

uneven moon
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Do you know if workingdirectory is related, because blank projects throw the same errors

granite jacinth
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It tells you what the problem is

uneven moon
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The workingdirectory it shows isn't where my project is

granite jacinth
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How are you connecting to them?

uneven moon
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I'm not doing anything differently than when it worked, the PC and PS4 are hooked up via LAN + USB, everything checks out there

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The game builds, cooks

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It even launches it partially on the PS4 (shows the UE4 splash screen)

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And then it says can't connect to file server

granite jacinth
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@uneven moon You connected the PC to the PS4 Dev Kit via Ethernet?

uneven moon
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Yes, through Neighborhood

granite jacinth
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link?

uneven moon
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sorry, to what

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you probably haven't had to set it up yet

granite jacinth
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ya, no idea what that is

uneven moon
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but once you connect it through neighborhood, UE4 recognizes the devkit

granite jacinth
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ah

uneven moon
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hmm

granite jacinth
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@uneven moon check your virus protection?

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ยฏ_(ใƒ„)_/ยฏ

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firewalls

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windows

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disable it all

uneven moon
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I'll try, but probably not the issue since I haven't changed or added anything new and it worked for a long time

real needle
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@uneven moon I don't think the filepath is the problem, it's not able to connect right? It was a little hard to read the log

uneven moon
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wait a minute

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you're right

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that IP that it's trying to connect to

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isn't even 100% correct (as displayed on the devkit)

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the last part is wrong for some reason

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I'll look into that, thank you

real needle
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๐Ÿค˜

supple coyote
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how come since I started using vr.oculus.pixeldensity (instead of hmd sp), now that damn adaptive pixel density is always budding in

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I dont want it

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tried turning it off in console - no go

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this never even happend until I just tried vr.oculus.pixeldensity ___

full junco
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@sturdy coral hm, didn't know about that AMD Temporal Foveated Rendering for VR thing yet! did they release the source somewhere? if they did it in UE4, I don't see why they wouldn't put it on some repo...

supple coyote
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what the fuck

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anyone familiar with these console commands?

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they seem to be different between oculus' documentation page

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and Unreal's

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of COURSE

uneven moon
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Some of them have been changing between versions

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Even the name of the HMD as UE4 knows it changed from 4.16 and 4.17/18

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I'm not sure where the updates ones are, check the version logs

supple coyote
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I just had to set my console command to execute at begin play

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cause adaptive kept reverting

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every time

sly elk
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Building art for VR is way more satisfying than flat screens

supple coyote
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Woah

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Moody looking great my man

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some nice displacement on that there hand

sturdy coral
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@full junco I don't think that AMD thing is mature yet, I think a lot of scenes with translucency and stuff might give it issues

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@sly elk how are you doing photogrammetry of metallic stuff?

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aren't reflections an issue for it?

supple coyote
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is that all geometry? tessellated?

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@sly elk You can't just post that and walk away

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โค

west pebble
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I know I'm doing something horrible wrong here because nothing happens when I look at stuff

real needle
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@west pebble there's an execution line missing

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Between trace and bool

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There's no execution on the trace either?

sly elk
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The ratchet is just a model

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no photogrammetry there

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for the things I do scan, I treat all the surfaces with a developer spray. It makes them matte white

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also no displacement on the hand

west pebble
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it looks absolutely fantastic man

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also thanks, @real needle

that was the problem

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now I just jave to figure out how to ge tthe timer to reset when you look away

granite jacinth
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Anyone using Steam Audio yet?

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If so, better than Oculus?

sly elk
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last ratchet post for the night. Just took some high res shots from in engine: https://www.artstation.com/artwork/zrG5Z

ArtStation

Screenshot from in game. I designed this after looking at ww2 era cast ratchets. I carried over the bulkier design but with a modern machined look.

Modeled in max+ zbrush. Materials in substance painter.

The gameplay features of the Ratchet:
*The ratchet reads thread pitch and fastener length data from each fastener to correctly control movement and rotation.
*60 tooth ratchet mechanism with simulated backlash. A back stroke on the ratchet generates backlash until you hit the next tooth. Forward rotation takes up that backlash- during which time there socket doesn't rotation and the wrench swings more freely.
*Dynamically adjustable stiffness. I set the stiffness higher on a forward stroke than a back stroke. Once the fastener is finger tight the stiffness increases dramatically.
*Sound and haptics triggered on each ratchet tooth. I also trigger haptics when the fastener first becomes finger tight and when you crash into a tooth after taking up backlash in the mechanism.

real needle
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@granite jacinth yeah the hrtf is great

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I didn't work much with the occlusion and reverb though, I'm still using UE4 default

tired tree
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@sly elk love the knurling on that thing

granite jacinth
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@real needle So you would recommend it over Oculus?

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I'v eonly used Oculus and it was pretty simple to set up

sly elk
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Thanks. I got a little carried away with the knurling and tooling marks. Zbrush makes it so easy to do that kind of stuff

real needle
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You just swap the hrtf to steam, nothing else to set up

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on your attenuation settings

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there are some config options you need to turn on as well

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but the docs are clear

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well for me the choice is simple since the occlusion and reverb that comes with UE4 is lacking

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distance based reverb for example

uneven moon
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@real needle the file server needs to be on my PC, which is accurate here

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I think the problem is that it says project file not found

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If you've worked with the engine compiled from source, any idea why it might not be recognizing the project file?

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Because it is there.

supple coyote
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yo @sly elk gorgeous work. down to the lovely audio

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I'm curious how high poly everything is

sturdy coral
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@sly elk looks great. Didn't you say you worked on The Forest? I saw that was just now getting a PS4 release

sly elk
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Yeah, I worked on it a few years ago

sturdy coral
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@real needle @full junco fix for the Oculus A and X buttons not working via SteamVR:

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sets it to MotionController_[Left/Right]_FaceButton5

real needle
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@sturdy coral Ouf I didn't know that was a problem as well.. hmm I need to convert to source branch then. I've been able to stay on rocket

sturdy coral
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I'm not sure yet if cap sense works, but I don't think so. They have it for knuckles in 4.17, I'll try and get it added for touch too

sage gulch
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is there a prefab for controller relative locomotion? or tutorial, suggested solution , etc

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I take it you could grab the transform of the controller to get the orientation of the motion controller, then what? subtract it from a world orientation and multiply the joystick vector by the orientation offset?

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Any suggestions are appreciated

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you can read teh cap sense on oculus in 4.17

real needle
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Get forward vector and add that to "AddMovementInput"

sturdy coral
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@sage gulch I mean read the cap sense on oculus through steamvr, not through the oculus plugin

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@sage gulch mordentral's plugin has it

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(controller relative smooth movement)

sage gulch
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I was under the impression that it's being handled by unreal but I have very little experience

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thanks for the suggestions ๐Ÿ˜ƒ

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that is quite the socket driver

sage gulch
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hmm. my character movement is handled in a customized version of ThirdPersonCharacter, and currently I spawn a nested MotionControllerPawn, and inside that it runs SpawnActor BP Motion Controller.. I have trouble trying to cast to the controllers, I think I saw a tutorial where you start with the pawn and just manually build the controllers in there.. is there a trick to casting down into child actors?

full junco
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@sturdy coral I'm not using those buttons, so I actually don't have to care about that issue

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a fix from valve regarding the haptics would be nice

trail shale
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https://www.roadtovr.com/google-developing-vr-display-10x-pixels-todays-headsets/ That's a big deal when it happens and they can design around the rendering requirements

little nacelle
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Hi guys, you who are working in VR, how do you handle Widgets? I suppose you create ators with widget components right? Now when you delete this actor, how do you do to remove the widget reference from the memory?

trail shale
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If it is a child of the actor that gets destroyed, it should get destroyed too @little nacelle

little nacelle
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@trail shale it's destroyed, even EventDestruct fires well, but it stays in memory.
I've set a SetTimerByFunctionName in loop and it still runs in the background. If I spawn my actor again, I can see the timer running and continuing in addition of the new one that is running. Even if I clear and invalidate the timer on EventDestruct (Or even before) I still have this issue

trail shale
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@little nacelle I see.... my first guess is you would need to put an IsValid loop inside of your timer function and use your reference to the component actor

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If it is destroyed, the reference won't be valid

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but if you have the reference obtained at the beginning of the timer, it will never check again to see if it is valid

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I also could be completely offbase, there are many others here who know much more, I'm just trying to help with a few pieces I've picked up, plus I've found that the more you try to articulate your problem sometimes the solutions just appear, so feel free to bounce questions off me

sly elk
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im having a bunch of system instability today- Windows program and features menu says my video card drivers were installed on 12/10. Gforce experience is set to not automatically download updates. Anyone know if windows update ever installs video drivers?

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Yep, foudn it in windows update history. Thanks microsoft

little nacelle
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@trail shale I thought about that as well, It's a good solution, radical! But it has a little weakness, it just prevents the timer run, but it's still in memory, and as I spawn/destroy this widget actor a lot of times, I'm affraid it could run into some errors/low performance at some point (Mostly in the builded game). Maybe it will never happen, but it feels just wrong to accumulate a lot of variables into the memory

trail shale
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@little nacelle why not just have a placeholder time variable that is in your gamestate or somewhere persistent and have an event the fires from the actor itself

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when that actor spawns, it starts the timer elsewhere

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and whereever you destroy the actor, tack on a "stop timer" event that stops the timer on your persistent blueprint

little nacelle
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Yeah yeah yeah, that sounds like a good alternative, maybe it will even prevent the widget from being stored in the memory as there isn't any reference to it...? But in any way I think it would work fine!

sturdy coral
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@little nacelle you need to figure out why it isn't getting destroyed. have you tried forcing garbage collection?

little nacelle
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@sturdy coral I didn't I don't know how to do that

tired tree
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it takes awhile to destroy

sturdy coral
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GetWorld()->ForceGarbageCollection(true);

little nacelle
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ah and in BP? ๐Ÿ™ƒ

tired tree
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they batch garbage collection

trail shale
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Couldn't he just make a boolean that fires right after the destroyed event happens? then use that to drive his timer?

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instead of relying on the engine?

sturdy coral
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@little nacelle search blueprint with context sensitive off

tired tree
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oh, the main problem is a timer that isn't getting removed? Edit oh you were just testing with that

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I wouldn't worry about it, garbage collection takes time for a reason

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unless you really need to clear a lot of memory all of the sudden you shouldn't need to force it

uneven moon
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Still stuck with this

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Does anyone know what the extension after the IP is?

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The +127.0.0.1

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DNS?

sturdy coral
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@uneven moon it is possibly telling which network interface it is exiting from (looks like loopback)

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I don't think the + is a standard convention

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when binding a socket you can give it an address to bind to to choose between interfaces, and 127.0.0.1 usually would mean you would only get local connections, 0.0.0.0 would mean to bind to all interfaces

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outgoing connections usually use the routing table to pick an interface

little nacelle
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@tired tree yes the main problem is the timer. Storing it inside of a global class for instance would correct the problem, as @trail shale said. I think it's just this that prevents the widget from being removed completely.

sturdy coral
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@uneven moon 192.168.1.128 is a reserved address for a local network, is that the address of your dev kit?

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@little nacelle but you said "Even if I clear and invalidate the timer on EventDestruct (Or even before) I still have this issue"

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what location were you clearing it before EventDestruct?

uneven moon
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@sturdy coral No, it gets a bit confusing. Inside the devkit's network settings, the address ends in 122. On the home page, where it shows the devkit info, it ends in 115. When looking at my DHCP clients, you can see that the one that matches up with the error log is the same as the one being used by my PC. However, the IP address I get pinged back from Google is not any of these as these only show up as DHCP clients.

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1st one there shows up on devkit home page, 2nd one shows up in devkit network settings, third one says 'DESKTKOP' so I have to assume my PC is using it.

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The reason there are 2 for the devkit is because the devkit has 2 ethernet ports and they're both connected (I forget why, but they needed to be)

tired tree
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Yeah I could totally see a timer keeping a reference since you are calling a function with it, it has to have a pointer to that object to call the function on

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SetTimerByFunction would have that issue

sturdy coral
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@uneven moon 192.168.1.128 and 127.0.0.1 would both be your local machine then, so it sounds like it is trying to connect to a file server that is supposed to be running locally

uneven moon
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@sturdy coral Have you ever dealt with something like this? Because when I initially set everything up, I didn't have to manually run a server, it launched fine on its own

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It stopped randomly one day and I didn't do anything differently

sturdy coral
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nope, I haven't done any ps4 dev

uneven moon
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The devkit shows up as a drive under 'My PC'

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Is that what it's referring to as a 'server'

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In the root is a folder and its name is my IP

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(the devkit's IP)

sturdy coral
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@uneven moon no clue, none of that stuff is public so can't even look into what it is trying to do

wicked oak
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can you go into the ps4 folder?

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you should be able to

uneven moon
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Yeah I can

wicked oak
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then it should work

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and its probably wrong settings on the ps4 side

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and, btw

uneven moon
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I think at one point I tried to manually format / delete things in the folder

wicked oak
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i do not use the "launch on" stuff

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i used it once and it worked

#

but normally i package a .pkg and install using the dev tools

uneven moon
#

hmm, you do this just to test during dev?

#

the game is pretty much done so I don't have much to test but seems a bit lengthy for quick tests

#

I'll definitely try that then, should have no problem running it thankyou

#

I'm not sure which tool is used to install the pkgs as I haven't done it yet, you got a name?

sturdy coral
#

is the ps4 devkit still a dedicated thing, or can they use a regular PS4 once you're in the program, like xbox one?

#

and if you have to buy a dev kit still, do you have to buy a regular one and a pro?

wicked oak
#

dedicated thing

#

and you cant play retail games on the devkit

#

for the pro version, it has an "emulation" mode

#

that works fine

sturdy coral
#

ah ok

wicked oak
#

there are 2 types of dev mahines

#

the DEV kit

#

and the TEST kit

#

the teskit is essentially a run of the mill ps4

#

but unencrypted

#

so it can play your own .pkg games

#

but not retail

#

dev kit is the one with all the tools like debugging/profilers/direct connection/etc

#

ill have to buy a testkit soon

#

to show my game in showfloors

#

becouse the devkit is nda-d, but the teskit is just a normal ps4 with a slightly different OS

sturdy coral
#

ah, so testkit isn't required unless you have a need like that?

wicked oak
#

when you see ps4s on the showfloors, running "beta" games and demos, those are almost allways test kits

sturdy coral
#

so I guess that means you can't actually give keys to a friend with a PS4 and that kind of thing to have them test a build?

#

that could make multiplayer testing hard without a studio

wicked oak
#

nope

#

thats why i dont have coop in DWVR

#

and why i havent done an Onward clone

#

well, not Onward, but my halo style multiplayer shooter

#

illl try to get sponsorship or similar for my next game becouse having it coop would make it a lot bigger

uneven moon
#

@wicked oak If you wanted to test for co-op, I guarantee you they'd send you a 2nd devkit (or testkit) to run the tests at your place

#

Especially since you already have a title out

wicked oak
#

i will probably talk that with them

#

but Playstation europe has been.. nonexistant

#

playstation america have been much more forward

uneven moon
#

Oh yeah fair enough

wicked oak
#

like playstation europe isnt even there

#

while playstation usa answered questions instantly, and was a lot more helpful

#

but i will put a request for a testkit

#

loaned testkit so i dont have to put the 800 dollas

uneven moon
#

Yeah, I know Sony stopped shipping the original bundles and changed something, put together new packages

#

A couple months ago it would've been harder due to shortage but they're back up now

sturdy coral
#

@wicked oak DWVR needs music!

wicked oak
#

lol, what music

#

i tried to find some but failed

#

just couldnt find something i wanted

uneven moon
#

I can get you some original stuff for free

wicked oak
#

and, in fact

#

Deathwave had music

sturdy coral
#

yeah I don't know, the style of it in your trailer is pretty good

wicked oak
#

the problem was the massive discconect

#

given the type of the game, i needed music that was active while there are enemies, and fades out when there arent

#

so my active rock music just was super off when you were beetween waves

uneven moon
#

could get away with something lowkey and suspenseful that would work with and without enemies

wicked oak
#

and just doing a fade was super artificial

sturdy coral
#

yeah, you could just fade out some of the tracks, but that means you have to have all the tracks separately

#

fade out the drums, filter over the guitar to make it a bit more muffled

uneven moon
#

in a perfect world, when no enemies are around, the soundtrack (a short loop) would queue an end loop after its existing loop

#

should be possible

#

(bp)

trail shale
#

while this is blueprint, I'm sure anyone who has worked with VR for awhile has had this issue ...what am I doing wrong here, it's not destroying the motion controllers or giving me control back when I switch pawns

uneven moon
#

Got a screenshot?

trail shale
#

oh, shit the headset is still connected

uneven moon
#

yeah I'm not sure why you have that branch at all if this is gameplay logic and the HMD needs to be on

trail shale
#

There must be a better solution than changing the default variable of a boolean in my gamestate

uneven moon
#

So what are you trying to do, leave a pawn and destroy it, spawn a new one and possess it?

trail shale
#

It's really two functions I should break up

#

half of this is for me to work in non-vr for building and widgets that the non-vr user makes use of

#

the other have is for when that 2nd player, who is the instructor and uses various widgets to press buttons/benchmarks to drive the trainee

uneven moon
#

ah so you have a monitor VS HMD co-op

trail shale
#

so the game needs to detect the second player and know that they are not a VR player and spawn the correct pawn for them

#

essentially, yes you could think of that

granite jacinth
#

hmmm

trail shale
#

'Although, I could jsut do that with a PostLogin event

#

since I KNOW they are not going to have an HMD

uneven moon
#

The 'is HMD connected' node will fuck you up every time because it checks globally

granite jacinth
#

SOme good info drops @wicked oak

trail shale
#

ah, exactly

granite jacinth
#

Finally got my damn devnet access

uneven moon
#

let me think, we need an alternative way of checking against VR and non VR

wicked oak
#

you both are murican, no @granite jacinth @uneven moon ?

trail shale
#

Sinn - the VR player is ALWAYS going to be the Listen Server/Client

wicked oak
#

you got your devkits for free

uneven moon
#

@wicked oak Canada

granite jacinth
#

@wicked oak he's canuck

uneven moon
#

yeah

wicked oak
#

lucky bastards

granite jacinth
#

lol

wicked oak
#

i had to buy my devkit becouse when i asked they told me they were completely booked

uneven moon
#

I asked for it and 3 days later it showed up, I was shook

wicked oak
#

holy fuck

sturdy coral
#

whoa really? are they still giving them out free?

wicked oak
#

mostlly in murica

granite jacinth
#

Sometimes

#

I got mine for free

wicked oak
#

uhm, i could just ask sony USA for the testkits

trail shale
#

I got an email from logitech inviting me to buy their magic VR keyboard you can see in VR for 129

wicked oak
#

better than asking sony euro wich barely ever answers

uneven moon
#

its Sony, should be able to ship internationally with ease unless they tell you to refer to the EU

sturdy coral
#

@trail shale does it at least include the vive tracker?

trail shale
#

@sturdy coral lol NOPE

sturdy coral
#

lol, fuck that

#

it is basically a plastic clip

trail shale
#

I was like, hooray..I've been accepting into this exclusive club of ANYONE WITH 130 bucks

#

they include a keyboard and something else I believe

sturdy coral
#

it is a really cool thing, but shouldn't be that much

granite jacinth
#

clip plus keyboard

#

But yea

trail shale
#

I think the software creates a dynamic mesh that works with the tracker

granite jacinth
#

Tracker = $99

trail shale
#

If the resolution on the current headsets were higher I would be all over it

uneven moon
#

@trail shale What if you create custom bools and in the VR pawn, set it to true, in the PC pawn set it to false and then on beginplay, you check against it and run the VR / non-VR logic that way?

granite jacinth
#

So, they aren't giving those out

#

Even IF they had them

#

I am waiting on mine still

#

For my pew pew pew

trail shale
#

apparantely I heard there was some course at UCF where they teach you how to build your own trackers

granite jacinth
#

Duck hunt pew pew pew

#

$150

#

๐Ÿ˜ญ

uneven moon
#

Did any of u get the knuckle controllers from Steam

granite jacinth
#

Maybe it was $125

#

forgot now

#

lol

#

knuckles

#

dreaming

uneven moon
#

fack

trail shale
#

@uneven moon That's probably right but I literally just got done with reading the Network Compendium and I'm still confused on how to have different player BP's that work with networking...

uneven moon
#

ah I thought it might be a local experience

trail shale
#

it is lan

granite jacinth
#

I don't know of a single small-time indie who got knuckles tbh

trail shale
#

but it still involves replication

uneven moon
#

you wanna give two players access to VR and non VR on separate systems?

trail shale
#

yep

granite jacinth
#

Only bigger Indie Studios and AAA

uneven moon
#

if it's over LAN, they must be local, why not use the same system and run monitor/HMD co-op logic like in Diner Duo?

trail shale
#

i originally was trying to get an interface on the spectator screen but Epic doesn't seem to give a shit about that

granite jacinth
#

Not that they had a lot to give out anyway

uneven moon
#

ah

#

yeah I didn't even get a reply about the controllers

wicked oak
#

neither did i

#

and i have 7k dollas in sales in steam

trail shale
#

@uneven moon I still might but I'm trying to go for performance and my stuff averages 22 m/s so it is unoptmized as it is but granted that's VR preview and not a packaged build

wicked oak
#

guess it is not enough

uneven moon
#

Oculus replied about the mobile HMD 'Go' though, apparently we can get some early 2018

wicked oak
#

also 40k downloads with VRMultigames

#

but both of those still arent enough to even get an answer from valve

uneven moon
#

@trail shale depending on its use, is it commercial or consumer?

wicked oak
#

@uneven moon @granite jacinth sent a testkit request to my USA account manager, a guy called Tom

#

maybe you have the same guy

uneven moon
#

tbh I got like 3-4 people because my acc manager went MIA so I can contact any of them but none of them are Tom

wicked oak
#

loll

trail shale
#

@uneven moon largely commercial...but it's the fire industry, these guys don't even know what a frame rate is, they aren't stupid they just don't mess with this stuff normally

uneven moon
#

there's a guy named Shane, when I asked him for the devkit he just said yes and sent it out

trail shale
#

so their standards are absymally low

wicked oak
#

toppest of keks

uneven moon
#

@trail shale guessing you don't want to rely on them getting high-end systems

#

what's your target FPS if this isn't being regulated by Oculus or Steam?

wicked oak
#

oculus does regulate

#

quite harshly in fact

granite jacinth
#

@uneven moon When did you get the GO email?

trail shale
#

lol 90 but I am not hitting it but it seems to not distrup the experience

wicked oak
#

i didnt get an answer from the Go thing ๐Ÿ˜ฆ

granite jacinth
#

I got it at the same time I got my approved Rift one

uneven moon
#

I failed Oculus like 5 times and one of them was their fault rip, Steam approved it on the first try, they don't give a fuck

granite jacinth
#

They said sorry, but you suck and are not worth getting Go right now

#

Wait until 2018

wicked oak
#

im going to prepare the "pitch" for my next game and try to use it to convince them

granite jacinth
#

that's bsically what that said

uneven moon
#

@granite jacinth I didn't get a GO, they said early 2018 e_e

trail shale
#

And I control the hardware @uneven moon , initially I will just do on-site training with teh simulator for 6 months and then when I have enough money to have enough content, start selling the actul hardware

#

It's a fire station, they can afford 3-4K for a quality VR rig

uneven moon
#

Oh man, are you a firefighter developing VR for firefighters?

trail shale
#

Yeah, you can see when I get despareate I show up and ask a shit ton of questions the week before a conference

wicked oak
#

use Vive + tracker

uneven moon
#

You should be able to run 90 FPS (optimized) with a splitscreen set-up on a $2.5-3k PC + Oculus

trail shale
#

right now I've got about a month so I'm not as rushed

wicked oak
#

so you can track the firehose and that kind of thing

trail shale
#

@uneven moon I agree completely..you should

wicked oak
#

and btw, i do not recomend local coop AT ALL

trail shale
#

but I didn't know what a Draw call was until two months ago

wicked oak
#

but you could have the game on multiplayer

#

like LAN multiplayer

#

and just have a different PC for the coop guy

uneven moon
#

it'll almost double the hardware costs though

wicked oak
#

the second pc can be a cheap pc

uneven moon
#

should be fine, min-spec VR could handle it

#

ye

wicked oak
#

this also allows you to use a "backpack" VR PC

uneven moon
#

@trail shale Are you just running training simulations?

wicked oak
#

for the vr guy

trail shale
#

@uneven moon yes

wicked oak
#

wich, being a fire stuff, would double as "equipment"

trail shale
#

Let the fire chief's use their smart phones to control the experience

#

just have a simple widget like interface of buttons

uneven moon
#

Why not scrap the monitor lad and just do pre-config sims?

#

Ah that's a good selling point

#

They're not actually building sims though, right?

#

You just have a UI?

trail shale
#

@uneven moon need to have more flexibility, also, it's not about the hose, it's about critical thinking challenges, like managing a bunch of people or doing a pediatric medical assessment with a mother screwming into your ear to DO SOMETHING

#

If I had a million dollars, they would be building the sims

#

eventually I'll put a procedural genereation aspect to it

#

but that's a year or two away

wicked oak
#

@trail shale for a sim, i would use this hardware

uneven moon
#

be hearing about you on the news

wicked oak
#

Vive for VR

trail shale
#

and I don't need a backpack...I got the TPCAST

wicked oak
#

but think about it

trail shale
#

actually manages to work pretty good but I'm sure it will break the day of the conference

wicked oak
#

a backpack pc willl double as equipment

#

becouse it has weight and all of that

trail shale
#

screw backpacks

#

give me the beefiest hardware and stick in the corner of the room

#

then broadcast wirelessly to TPCAST

uneven moon
#

@wicked oak I'm packing the game rn, what tool did you use to install it to the devkit and did it come with the SDK or did you get it separately?

wicked oak
#

very well then. In that case Vive + Trackers + TPCast

trail shale
#

@wicked oak ding ding

#

roomscale is amazing for what I'm trying to do

wicked oak
#

@uneven moon right click the ps4 target on neighborhood, you get a fuckton of tools

#

and btw read the docs

trail shale
#

actually, what is the range of the sensors/trackers

wicked oak
#

around 5 by 5 meters

trail shale
#

because a fire station bay is HUGE

wicked oak
#

oh

uneven moon
#

Load Exec

trail shale
#

and I would have line of sight

wicked oak
#

@uneven moon install package

uneven moon
#

got it, thank you โค

trail shale
#

in theory I could have a guy walk around a nonexistent building

wicked oak
#

uhm @trail shale in your case Lighthouse 2,0 would be HUGE

trail shale
#

I've even played with making the worldscale changed and have them move around that way

wicked oak
#

becouse you could put trackers all around the place

#

sadly, Vive is strictly 2 trackers

#

and bigger than 5 by 5 it starts going to shit

trail shale
#

You can use more than 2 I've heard , but only one 'master'

wicked oak
#

no, you cant

#

with normal Vive

#

becouse they need to be in sync or they wont work well

#

with lighthouse 2.0, the laser itself changes "color"

#

not really color becouse its invisible, but similar

trail shale
#

interesting, I'll definately need to keep tabs on it

wicked oak
#

this means that when the headset gets hit by a "light blue" lazer

#

it klnows its Tracker #1

#

and when it gets hit by "green" lazer, its Tracker #3

#

and so on

trail shale
#

what is the range in the lab?

wicked oak
#

range in the lab?

#

holy shit PS4 usa already answered me

#

told me home country is EU so go ask EU

#

but they answered in literally 13 minutes

trail shale
#

quick tell them there's been a mistake and you are located in US

#

I'll give you my home address and they can ship me it

#

(I honestly would as I have no need of a PS4 dev kit for my purposes at all)

granite jacinth
#

hmm

#

SOooo.. No idea why I haven't tried this before

#

But, is there no way to do Drag and Drop in UMG for 3d Widgets?

uneven moon
#

@wicked oak

#

You ever run into shadercompiler errors on package?

wicked oak
#

nope

#

in fact, i just packaged a game without any trouble

#

i asked the ps4 guy, he told me to ask Ps euro and to give them a pitch or similar

#

obviously, they give more resources to teams that they findt they got cool shit

#

so now i have to prepare a "pitch" for my game, alongside porting my current prototype to ps4

#

this prototype

uneven moon
#

When I pitched it, I did it in an email and just wrote a paragraph for what I wanted to do, I don't think you need to go all out with a presentation or anything

#

Lemme check it out

wicked oak
#

im going to have it at 90 fps

#

120 if im able to

#

a fast paced game like this needs to run at high fps

#

DWVR ran at 90 on ps4pro

#

but this one has FAR simpler graphics

uneven moon
#

oh I saw this, that's awesome - did you use any lights at all?

wicked oak
#

so i should be able to push 120

#

nope

#

0 lights

uneven moon
#

every material is just emmissive?

wicked oak
#

yes

uneven moon
#

I might have to do that for PSVR

wicked oak
#

you shouldnt need to

uneven moon
#

is this the halo-style shooter you were talking about

wicked oak
#

nope

#

the halo style shooter is one i did a prototype once

uneven moon
#

Idk, my first project that ran 90 FPS on min-spec PC during testing ran at like 30 FPS on PSVR

#

I had to remove lights and use expo fog for visibility

uneven moon
#

Even then it hangs at 60

wicked oak
#

this is how that prototype looked

#

but on 3 players

#

3 classes i mean

#

i had the bowman with explosive arrows and only teleport

#

a riflemap with Onward style rifle and smooth locomotion

uneven moon
#

ahhh bow mechanics, nightmare

wicked oak
#

and a ninja with a sword and a pistol

#

and the ninja could actually block bullets

#

IN MULTIPLAYER

uneven moon
#

so slow bullets like in Robo Recall yeah?

#

that'd be fucking sick

#

I'd ninja all day

#

might be a bit OP

#

if I could sword with one hand and pistol with the other

#

there was a lightsaber game I played once that was just deflecting some kind of phaser bullets and their speed was pretty good that it was a challenge but possible as well

wicked oak
#

the bowman could roflstomp the ninja easily

#

AOE attacks

#

just expllode the floor lol

uneven moon
#

gonna be tough balancing, the bowman seems unstoppable

wicked oak
#

the bowman needed to do the full bow movement

uneven moon
#

unless the explosive he shoots is a sticky grenade that has a timer that could be defused somehow

wicked oak
#

it meant that he couldnt shoot very fast

#

bowman was super strong in medium range

uneven moon
#

Idk I've played the Lab a lot and I can shoot really fast with the bow

wicked oak
#

as the arrows werent that fast, you could actually dodge them at bigger distance

#

the rifleman was good all around, given high aim and good rate of fire

#

the gameplay was hella fun

#

too bad i dont have a way to make cool levels for it

#

and well, a PvP game in vr is a lottery ticket

uneven moon
#

I'd definitely add some solo modes and maybe a free weekend on release to get traction on the servers, multiplayer games need a lot of hype this early on because most of them don't have it and they're empty 100% of the time

granite jacinth
#

meh

#

I'm doing a MP game as well

#

But, I've seen the stats lately on VR MP games

#

And let's be real, the userbase is terribad on PC

#

PSVR is a better

#

Only a few decent VR MP games have decent daily showings

sturdy coral
#

@real needle I'm most of the way to figuring out the 4.18 oculus via steamvr issue

sly elk
#

ugh, rotations are such a pain in the ass to do math on. trying to track down a bug that causes fasteners to inherit a rotation when the tool is attached

real needle
#

@sly elk are you doing an attach?

#

As in attach to

#

Check and make sure it's set to "keep world"

sly elk
#

yeah

sturdy coral
#

@real needle steamvr gives a recommended pixel density for ovr of 1.33, it is doing something like dividing the 1.33 number by two but then using some hardcoded vive res or something

real needle
#

Hmm

#

Seems like someone rushed to just make it work

#

But what do I know :)

sturdy coral
#

@real needle getting closer.. seems SteamVR GetRecommendedRenderTargetSize returns 1344x1600 for rift, which is 1.2444% horizontal but 1.333% vertical

#

but then UE4 keeps some measure called "IdealScreenPercentage" that is only in one dimension

#

then it ends up rendering to the left eye based on that and offseting the right eye based ont hat too

#

so the right eye is off by 1.333%-1.2444%

granite jacinth
#

poor right eye

sturdy coral
#

here's where they fuck up: float ScreenPercentage = FMath::Max(WidthPercentage, HeightPercentage); IdealScreenPercentage = ScreenPercentage;

sly elk
#

finally, i fixed this rotation bug. I ended making a bool on attach then the loop on tick cant continue until that bool hits a low threshold number. Still messy but finally its not doing crazy shit. https://i.imgur.com/4uvYppi.png

#

oops, i broke it there but you get the idea

#

like this

real needle
#

@sturdy coral we should send your findings to Nick whiting

sturdy coral
#

@real needle yeah, I'm working on fixing; I want a real fix that removes the Vive hardcoded res

#

because all games are going to be potentially fucked up on pimax too from this

real needle
#

Mhm

full junco
#

@sturdy coral awesome!

sturdy coral
#

alright it just looked like a vive hardcode, it asks the api for the window bounds as if it were to run in extended mode, and otherwise falls back to something hardcoded

#

I thought it would always fallback when running in direct mode, but it still seems to work and get the extended mode bounds

#

(but the main issue is still the max call on pixel density)

#

and the different aspect between the recommended res and the actual rift resolution

supple coyote
#

errrr fucking Slate UI again

#

14ms ๐Ÿ˜

#

anyone know anOTHER reason why SlateUI might be getting in my way

#

turned off nvidida overlay which fixed it for a while

#

but now it has returnedddd

#

even when I Launch Game

#

srsly getting so annoying

full junco
#

@supple coyote it's there even in a packaged game? did you package shipping config?

supple coyote
#

No this is running from in-editor

sturdy coral
#

@supple coyote you really sure everything else is running in 4ms? ๐Ÿ˜ƒ

#

there is a profiler bug that affects all versions

supple coyote
#

this is literally just a menu scene

#

but not UI and no menu stuff

full junco
#

@supple coyote you should not profile in the editor

sturdy coral
#

ah, well if it is a really plain scene it might run that fast

supple coyote
#

when should I profile?

sturdy coral
#

I've seen it show up as slate before too

supple coyote
#

that link doesnt work

#

muchcharles

full junco
#

@supple coyote in dev config packaged you should profile

#

or even better in test config

sturdy coral
#

fixed link

supple coyote
#

wait so you mean package the game and then ctrl;?

full junco
#

just type profilegpu in the console

#

I never use that shortcut so I don't know if it works

supple coyote
#

in a packaged game correct?

full junco
#

yes

supple coyote
#

ok I guess I can run a test package..

#

why did you mention config tho?

full junco
#

in the editor it's absolutely normal to have very high slate ui times

#

@supple coyote there are different configs you can package in. shipping, development, debug and test

#

test is only available if you compile yourself I think

supple coyote
#

also muchcharles - link mostly talked about HZB - which also has affect me here in there

#

ooo ic

#

well John - the high slate UI time at 14 is crazy - and also literally just popped up - I changed nothing

full junco
#

the editor is allowed to do crazy things

supple coyote
#

lol

#

so @sturdy coral - read through

#

im unaware what to think. this still a problem that is unfixed?

sturdy coral
#

I'm not sure on 4.18, but people say they are still seeing it there

pale burrow
#

going to move my question here as some of you may be able to help me

#

in a blank level, i am getting readings from my gpu around 15-20ms

#

why is this?

#

this is not a very good place to start if im trying to hit 11ms in a filled map!!!

trail shale
#

@pale burrow What does your GPU profile say?

#

What does stat scenerendering and stat RHI say?

#

Do the profiler first, it might be something really obvious

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Also, change your default character to a default pawn so it is in regular, non-VR mode and see if anything changes

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Also, if you are using a Vive, check in Steam VR to make sure you haven't turned Super Sampling High

full junco
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@pale burrow most important question, what's your gpu?

pale burrow
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gtx 1070

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about to check the other things

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very new to UE4 so its probably wuite obvious

full junco
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@pale burrow profiling while its compiling shaders is a very stupid idea

pale burrow
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sorry, its been doing that

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here is the new one, (didnt notice was still doing shaders)

full junco
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you should sort by duration, you only have like half of the stuff visible in your screenshot

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and as you see, you have a super heavy planar reflection

pale burrow
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yes, trying to cut down the scene one before taking away from that

full junco
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you'll have to turn that off in VR

pale burrow
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woul love to be able to leave it on

full junco
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on that profiling screenshot you have the scene stuff not opened

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you can't, such a dynamic reflection is too heavy for VR

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10 ms is more than your whole budget

pale burrow
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can i cut down the reflection without disabling itร‰

full junco
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I don't know, thats probably a question for #graphics

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but also should also profile your stuff in VR

pale burrow
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that is in vr

full junco
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on your screenshots VR is not enabled

pale burrow
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i have my headset on xD

full junco
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oh

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yeah, right

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looked so much like non-vr

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sorry

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your regular stuff looks fine, just your reflection is very heavy

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is it all dynamic lighting?

pale burrow
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1 dynamic light (the ship)

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theres the profile from that

full junco
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collapse the stuff like base pass and lights

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so that more fits on your screenshot

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5 ms base pass, 2 ms lights and 1.5 ms PP is quite normal on that GPU and dynamic lighting

fair hearth
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@pale burrow you can tell the planar reflection what objects it can and can not reflect, try telling it to only reflect the boat

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it's on the settings in the detail panel

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I'd also take a look at screen space reflections and polycount,

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I believe stat.gpu or stat.engine show polycount I'm don't remember which one at the moment

pale burrow
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ok once sec

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ill try doing the reflections as you mentioned, just will be a shame to not see the docks/ players etc in reflection

fair hearth
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stat engine, look at static mesh tris, I can't read your screenshot, the resolution is too low res

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you can add the docks as well assuming they're not super high poly

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generally I've found that anything over 2million polygons starts dropping frames fast depends of course, and that's not a general rule, but more of a "guideline/suggestion"

pale burrow
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ew yuck sorry about screenshot... not sure why

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could do a lower poly ship to cast reflection maybe

fair hearth
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use lods

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the engine has a very good built in LOD creator

pale burrow
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1 290 000 tris

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thats bad...?

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i would think not.. but well ill dig into disabling the other items

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cant seem to select only the ship... i type it and eyedrop it but nothing

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that goes for every asset

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also, i need to ask... what the heck is wrong with my scene?

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all lighting is baked! complex shaders dont cast shadows!

sturdy coral
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@real needle I think I've got it 90% fixed, but it has two lines of black pixels at the bottom of the steam mirror view. I think it's due to some bad rounding that may have already been a problem

full junco
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@sturdy coral tag me too! ๐Ÿ˜›

sturdy coral
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@full junco you've got a lot of merging ahead of you to get to 4.18 ๐Ÿ˜ƒ

full junco
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yeah, it will be horrible, and by the time I do it it will be 4.19 or 4.20 I guess...

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@sturdy coral issues at the edge of the view shoudn't matter at all since its not part of the area visible through the lenses

sturdy coral
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yeah but it is wrong ๐Ÿ˜ƒ it tells the compositor it rendered with one FOV filling the screen

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but then doesn't quite fill it

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so the compositor will do things a bit wrong

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I looked at the messed up view in the HMD so long while working on it that I can no longer tell if there is much distortion

full junco
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ah, you mean its offset by 1 line

sturdy coral
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I can see some FOV distortion when I move my head, but I think I'm oversensitive to it now and don't know for sure

warped breach
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Nvidia VR works, any opinions?

sturdy coral
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@warped breach they are slow to update, but to me it is worth staying behind to stay on their branch

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they are usually a month an a half or so after each engine release, but sometimes slower

warped breach
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It sounds like its better VR support than default UE4 stuff, but is it?

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I definitely dont mind staying behind a version if it is.

sturdy coral
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it is worse support (some features are broken) but it is faster

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I don't know about that, that might be in a different branch?

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ah yeah, the funhouse demo includes a lot of other branches

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flex for fluids, some kind of thing for the fire smoke and confetti, and a few others

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hairworks for whack a mole

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I don't know what branch that is part of, they do have a dynamic fracture thing

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for all the breaking plates and stuff

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the funhouse branch is unfortunately way out of date

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you have to manually merge a bunch of branches to get something similar

warped breach
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And might have gotten lucky

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Ill know soon

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But is most of their stuff closed source?

sturdy coral
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no, but it mostly doesn't work on AMD

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they announced they were opening flex to work on AMD though, maybe a few others

warped breach
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this nvidia stuff definitely seems like it has alot of potential

sturdy coral
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@full junco ah that black line was just in the mirror window because I had accidentally stretched the window and it pads with black when then window is stretched different than the aspect ratio

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(referring to steam vr mirror view, not ue4 mirror)

full junco
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@sturdy coral ha

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so everything works?

sturdy coral
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@full junco yeah it's all fixed. they've made the code way too complicated for what it is doing..

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I guess cause it has grown piece by piece over time

full junco
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awesome! yeah

sturdy coral
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I'm sure any time they think about refactoring it they know they are going to be moving to openxr anyway

full junco
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hopefully

warped breach
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The long compiling journey โ˜•

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And it doesn't launch

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๐Ÿ˜ญ

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2 files failed to compile properly.

sturdy coral
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@real needle oh yeah in case you didn't know, oculus via steamvr doesn't set up a hidden area mesh, so you get some perf penalty relative to via the oculus plugin; we need to try and get a fix for that merged too to have steamvr use the same hidden area mesh that Rift uses

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@full junco too, but he already knows this

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my old idea of hardcoding the same one but falling back to whatever steamvr provides if it ever starts providing one won't work well any more

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steamvr provides a dummy one for oculus now, because Doom VFR was crashing if the hidden area mesh was a null pointer

real needle
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@sturdy coral I didn't know that, but it can't be that bad can it?

sturdy coral
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@real needle maybe around 10-12% perf on shading compute and texture bandwidth

real needle
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Hmm, will be interesting to see how that affects perf in the nest...

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Considering how they're pushing for native rift support, that should be on their soon to do list

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I'm sure we're not the only ones that much rather want to use steamVR only

sturdy coral
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steamvr itself should probably provide a similar hidden area mesh to what epic use

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but I'm guessing Epic maybe are kind of cheating and maybe cutting out some areas of the screen that you can actually see, cause you can see a lot more of the rift screens than the vive screens

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most of the edges but not quite the corners

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as you move your eyes you can always see slightly different portions too, less of the edge if you look directly at the edge and more of it if you look away

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oculus runs at a lower pixel multiplier by default too though so relative to vive the perf difference from it should be a tad cheaper, it is just relative to oculus via ovr that it is worse

sturdy coral
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the medium kit-bash stamps are pretty cool, I needed some temp art for a jetpack:

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you can just mash together a bunch of little mechanical parts

tepid flame
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hi does anyone know what is going on here?? seems to be happening in VR only

tepid flame
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turns out this happens when stereo is on, but when stereo is off i get that black cut off in the background

mighty carbon
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with controllers

tepid flame
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solved the problem, someone edit the Saved/Config/Windows/Engine.ini to include ClippingPlanes. -________________-

uneven moon
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@wicked oak hey I managed to install the game via neighborhood but it loads up fully black. I can hear audio, though. Weird thing is, when I try to rotate my head, the little icon appears (that tells u how to re-center, as if im still in theatre mode)

sly elk
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anyone else feel like there just aren't enough buttons on a motion controller? Im resorting to things like press and hold

wicked oak
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@sly elk vive or rift

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rift has good amount of buttons

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vive, not at all

sly elk
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rift. I suppose it depends on if you want to use teleportation on both thumb sticks or just one

tired tree
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start making sub menus

wicked oak
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radial menus @sly elk

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they work SUPER well with both oculus and vive

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given their joysticks

sturdy coral
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@sly elk @wicked oak another way to get more actions out of vive is add swipe gestures without clicking, and then clicking underneath

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so you can have like the four quadrant buttons and then have swipe left and right

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then on oculus you have the two face buttons and then directions with the stick

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so ~6 actions with each

wicked oak
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just finished porting my prototype game to psvr

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120 fps lul

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lots of buttons

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but no analog

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so movement is problematic

sturdy coral
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nice, does 120 feel really good? I've never tried anything running at it

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haven't even tried PSVR

wicked oak
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honestly. no

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somehow this aint working well

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frame pacing is all over the place

sturdy coral
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@wicked oak might have asked you this before, but is there are special psvr dev kit or can you use any one off the shelf?

wicked oak
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im going to see if 90 fps is better

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a normal psvr headset

sturdy coral
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cool, I think I'm going to finally pick one up

wicked oak
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what project do you have for it?

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and, btw, it aint easy

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CPU is garbage, optimizing the game so it works at perfect frames 100% of the time is no joke

sturdy coral
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I'm just going to pick it up as a consumer for now

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problem is it is going to make me want to buy a PS4 pro

wicked oak
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uhm, frame pacing is also complete garbage on 90 fps

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might be some stuff on the settings

wicked oak
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ok i was being kind of an idiot

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seems i will be, in fact, able to push 90 fps on base ps4

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sweet

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and 120 on pro

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wich for a vr shooter in psvr is completely unheard of

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i will definitely hold it as a marketing thing

wicked oak
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fuking hell 6 ms of CPU time from a few enemies running around

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for full game i definitely need to nuke character movement from orbit

real needle
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Does anyone have experience installing custom plugins for the mod editors? In this case robo recall

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Since engine files are read only, we can't compile our plugin within the custom rocket build that robo recall use

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sturdy coral
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@real needle the revive guy was able to add the steamvr plugin (calls it roborevive)

real needle
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yeah that too

granite jacinth
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@real needle You going to the moon with that rocket?

real needle
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hehe, nah just trying to help some hardware dev friends of mine to make robo recall work with their hardware

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and their plugin works for 4.15 and up

wicked oak
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interesting, i need to nerf the enemies a LOT for the ps4 version

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given the worse controls, you cant be as dynamic as in pc, so enemies destroy you even in easy

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i need to balance this stuff a bit better

sturdy coral
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@wicked oak even with the aim?

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(not that you can rely on that)

wicked oak
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no aim implemented yet

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the AIM would be a huge improvement in this game

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mostly due to joysticks

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sadly, the movement on the moves is a bit clunky

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im still shifting the controls around to see how can i improve it

silk frost
#

hey guys, can someone explain what I have to do in order to be able to move and rotate the player in the world without having the rotation cause the vr player to rotate around the pivot from where the tracking location starts to his position?

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If the user does walk 2m to the front in the local tracking space and I rotate the actor with the camera on it (setup as the unreal engine docs say), It will move the vr player through the pivot caused by the 2m walking.

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(I'm letting him drive within a car and each time the car does rotate (which also rotates the player by the same degree), the player does get moved out of the car due to it) ๐Ÿ˜ข

sly elk
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anyone ever had blueprints become corrupt for reasons that didn't make sense? I made a duplicate of my ratchet blueprint before implementing thereverseing switch. That blueprint is doing weird stuff. The original still works. If I make a duplicate of the original it is also broken

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Seems like if i have a working blueprint, and I make a duplicate, do nothing else, the duplicate should also work

glossy agate
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^Had this happen with some child BP's when I made a small change to the master. Had to just re make them over a gain. My change was just making a variable public.

sly elk
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this one doesn't have a parent class blueprint..

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making it over again is not really an option... I mean, It would take me a while day. This thing has a ton of nodes

glossy agate
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You on source control to revert to when it was working?

sly elk
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i have the original that is working still

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since i made a duplicate

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but any duplicate of that original is broken

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It seems like events just don't fire in the duplicates

wicked oak
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dude get source control now

glossy agate
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Hmm. Maybe due to direct casts calling by specific name? Duplicate will be named different

wicked oak
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seriously its living on the fucking limit to do anything on unreall without source control

sly elk
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there isn't any direct casting

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i do nightly backups but yeah, I should have source control

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but would that even help here?

sturdy coral
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@sly elk yeah your project is way too big to not be on source control

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it might not help too much if this has been an issue that has been there over a lot of commits without surfacing itself but still

sly elk
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I'm planning to hire a programmer in january and source control was going to be on them to set up ๐Ÿ˜›

glossy agate
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Try making a child of the wrench and see if that one takes events

sly elk
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good idea. thanks

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the child works

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and so does a duplicate of the child

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fun stuff unreal

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but the child of the broken copies is still broken

glossy agate
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And you are really sure there is no casting? That is a strange problem.

sly elk
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actually, there is a single cast

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to the motion controller

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this is the only cast. Aside form that there are two blueprint interfaces

glossy agate
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Yeah outgoing wouldnโ€™t matter, just incoming due to the name

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Or if itโ€™s all. BPI maybe make sure itโ€™s assigned in the copy?

sly elk
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I fixed it. This was totally my fault. I added hacky temporary fix into the motion controller that direct cast to the ratchet. I didn;t intend for that to stick around and I completely forgot about it...

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my bad ๐Ÿ˜ƒ Thanks though

glossy agate
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Awesome!